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_SteelFalcon_

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Everything posted by _SteelFalcon_

  1. This is an issue with the 3d model as soon as A-G stores are loaded there i believe. I think there was already a post about it some time ago, but i cant find it anymore. pretty easy to reproduce: load up a takeoff-instant action, select any A-G weapon on station 3/7 and see the result @BIGNEWY
  2. Wait til the RPM stabilizes around 22% before moving throttle to idle
  3. yeah that's what i found weird too. how does it work on one map but not the other, and why does it only affect 1 jsow of the whole payload i wonder
  4. You mean beside it going for street lamps instead of the hot tanks next to it? anyway, let‘s not derail this thread. I‘m still hoping the jsow gets looked at.
  5. pretty sure it's labeled as "MAN RNG Knob" in the Axis bindings.
  6. huh? It does. It does require some tuning of the axis to calibrate it for your monitor size/seating position but once done, it‘s awesome
  7. cycling the stpt will NOT get rid of the slew delta. CZ is a must to get it back to the original point
  8. Well, the specific manual even gives an example but instead of amraaams, it mentions versions of the aim9. Yet the logic behind it is the same
  9. That doesnt make any sense… also the order of missiles is described in a specific manual pre 2000 in a section about the the SMS page number barely 3 digits. so in any case it depends on the stations loaded. That it goes to depleted weapons is incorrect behavior
  10. Well, you sort of can „save“ the last position, but it requires some thinking ahead. The pod saves the slew delta until you CZ. So if you swap steerpoint and dont CZ, you can switch back and since the delta was saved, should be able to resume where you left it before swapping Stpt. You can also use sighting options OA1 and OA2 before ANY slewing, so it‘ll save the offset aimpoints for that related steerpoint. Or you could use markpoints for quick saving a spot. Just keep in mind, the max is 5 and it‘ll overwrite the first markpoint if you create a „6th“ one.
  11. Yeah it‘s broken in the stable version but already fixed in the current OB. sad that such bugs, despite being known, still make it to stable and stay there for however long until stable gets another update
  12. that's not true, you only have to boresight the pylon. DCS has it working correctly afaik
  13. the other poster is not talking about the same tacview. if you watch skywalkers tacview, it is pretty obvious he's lagging. I wasnt lagging at all in my case nor did it affect the first amraam fired at the same time the excuse of everything being a connection issue is really getting old
  14. So explain this then: We'll focus on those 2 amraams. both migs move relatively similar, no crazy maneuvering at all. 1 amraam (marked green) flies a what i'd consider logical and very understandable course. if it hits or not doesnt matter. null but the other amraam (marked red) for some reason starts pulling 29.2G on a target that is not maneuvering at that point at all, according to the targets future course line. you can see this very well with the LOS & Course lines enabled (which I always enable anyway). this to me seems very odd and not that understandable. The missile ends up turning 180° and basically pointing away from the target before the target even starts doing any maneuvering.
  15. the focus in that tacview is more on "what in the world is the 2nd missile doing?" it turns around 180 for no freaking reason.
  16. Someone in an f-16shared a SPI over link-16. Comm switch IFF in long press
  17. Weird. Did you try run a repair?
  18. could this be related to shaders? maybe try deleting the fxo and metashaders folders in your saved games folder: C:\Users\%your username%\Saved Games\DCS.openbeta\metashaders2 C:\Users\%your username%\Saved Games\DCS.openbeta\fxo then relaunch the game and check again. first time launching it may take a little longer since it has to recreate the shaders. Your glare looks way overdone, even more than the default glare. and personally i think the default glare is overdone too, but yours looks 10x worse.
  19. Also triangulating is hard for the HTS if you fly directly at the site. It might not pick it up at all. If you offset 30° your chances of finding stuff on hts increase substantially. That combined with disabling unnecessary threat classes cuts search time down. also harm in HAS mode takes forever if you dont deactivate all the irrelevant sam types in the search table. You can cut it down significantly if all you have active is the sam type you actually wanna shoot at.
  20. i'll just leave this here. DTT launch, 2 targets, 2 amraams, 1000000000 questions. amraam_DTT_drunk.zip.acmi
  21. Anything? Still missing tracks?
  22. Yeah that sounds about right, that‘s how it seems to be in dcs. You cannot promote tracks if you have a bugged target. If you „un-bug“ the target, it‘ll just be a system track and while you leave that one as it is, you can now upgrade other track targets to system targets. Once you‘re happy with how many system targets you have, tms right will bug the closest one and repeaded presses of tms right will cycle through the available system targets.
  23. If you already have 1 system target and you want to upgrade a track target to a system target, so need to move the cursor over the track target you want to upgrade and press tms up on it. Once you already have a system target, tms right will bug the closest system target to launch weapons on it.
  24. Yeah. Prebriefed threats should be some type of steerpoints. There was a post about that on the forums some time ago.
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